Tuesday, October 21, 2014

Folkloric and Infernal Magic Options (OSR)

I wanted a more folkloric traditional take on magic; more fairy tale cursing, heading to black masses kind of witches than the standard fire and forget spellcasters of traditional D&D style games. These options are for use with games such as my Colonial and Victorian games; games which seek to emulate a historical pseudo-setting. Brother's Grimm and Gothic Horror instead of Tolkien fantasy. I'll also be using a few new magic classes with these options. The Witch, the Magician, and the Alchemist (when I get around to that one.)
 Spells and Spell Slots
Magic users in these settings (necromancers, witches, wizards, sorcerers, etc) use spell slots as in normal Old School games. They do not, however, memorize spells daily. They may freely cast any spell known up to a number of times per day as shown in the spell slots column.

Thus in Labyrinth Lord a 7th level Magic User can cast 3 first level spells per day. In these setting rules he does not have to memorize which three, but can cast any he knows as he needs them, even if it's the same spell up to the three per day limit.

Beginning Spells
First-level magicians start with a spellbook that contains three first-level spells (player’s choice) and one second-level spell (player’s choice).  All other spells must be found, learned from a tutor (usually as an apprentice or a servant or other favor), or purchased (also usually for a steep fee).

Read Magic
Grimoires and other magical writings are often written in codes or even old or possibly alien languages. Read magic allows these to be understood.

Rituals
The magic user may cast rituals in place of personal spells if so chosen by the caster. Each ritual cast costs the caster the daily spell slot of the spell cast.

If our 7th level Magic User casts one of his three daily first level spells as a ritual, he can then only cast two more first level spells that day.

Ritual Casting Time:
Ten minutes per spell level (cannot be interupted or stopped once it has begun or the spell is lost and the slot forfeited.).

Requires material components:
Beads, bones, graveyard dirt, coffin nails, herbs, preserved and fresh pieces of humans and animals, pentagrams, chalk, candles, chalices, cauldrons, etc.

Benefits of Rituals:
Range is one mile per caster level.
Sympathetic magic (piece of persons body, possession,etc) adds a two penalty to the targets saving throw (if allowed.)

As an option the referee may wish to impose specific component requirements on certain spells particularly for those 7th level or higher.

Sacrifices
The magic user can also make sacrifices to boost he power of the ritual. It is a dark option, but an option none the less.

An animal sacrifice will cause those targets whom get a saving throw to avoid the effects of a ritual spell cast upon them to do so at a two penalty to that save.

A sacrifice of a human being will garner the benefit of animal sacrifice plus the magic user will cast the spell as if he were a level higher.

Those whom are caught sacrificing humans will usually be showed no mercy by their neighbors, court, and church.

Infernal Magic
In exchange for power, the magic user  can make an Infernal pact with the forces of Hell. In doing so, the magic user forfeits her immortal soul for this power.

Any spell cast or ability used which requires the victim to make a saving throw penalizes that saving throw by two. In addition the magic user  gains a familiar.

The magic user has a few obligations to go along with the gain in power:
She must serve the powers of darkness in any way possible, causing mischief and strife in her community, using spells and rituals to curse and bewitch her neighbors.

Once per month she must attend a Sabbat, a meeting of witches, warlocks, and other practitioners of the dark arts whom have pledged themselves to the forces of Hell and must renew to pledge her loyalty to the forces of Hell and it's representatives at the Sabbat. Spells, potions, charms, and all manner of devilish knowledge are exchanged at these Sabbats. It is said the Devil himself sometimes attends.

Familiars
The magic user  gains a familiar; a small toad or cat is common. The familiar is the magic user 's spy, and with total concentration (no movement, fighting, casting, etc) the magic user  can see through the eyes of her familiar.

The familiar adds one level to the magic user . This includes all extra hp, saves, spells, bonuses to abilities, etc.

If the familiar is killed, the magic user  loses all of the bonuses of the familiar until the next Sabbath, where a new familiar will be attached to her.

Those who go down this Infernal road are in great peril if caught.
They should be considered evil in the game.
The penalties for being accused of black magic and Infernalism are severe, and no mercy will usually be shown if the accused is proved to be a minion of the Devil.



Sunday, October 19, 2014

Victorian and Pulp Classes (Swords & Wizardry)




Character Generation
Experience:
Although different hit points, attacks and saves are used each of the classes below use the same experience chart: the Fighting-man.

Attributes:
Roll your favorite method.

Attribute Bonuses/Penalties:
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.

Hit Points:
Maximum HP at first level. (OPTION: For grittier horror games, HP limit of 5 levels.)

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 pounds as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

Cowboy
Those skilled at riding and working on horseback this class represents cowboys of the American West, cavalrymen of any national army, South American gauchos, etc.
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Con 13+
Class Abilities
Riding
At levels 1, 4, 8, 12, 16, and 20 the Cowboy gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot or rope. In addition, the Cowboy can do the following:

With a successful check, the Cowboy can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC.

With a successful check the Cowboy can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous below.)

With a successful check the Cowboy can coax the horse to leap obstacles and the Cowboy can hang on while the animal is performing the maneuver.

Roping
The Cowboy receives a +2 bonus with the lariat (ranged attack).

Fighter
Living a rougher lifestyle Cowboys are familiar with the use of firearms, knives, clubs, and fists. They gain a  +1 to hit and +1 to damage with all firearms, melee, and unarmed attacks.

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% xp bonus) Int 13+
Class Abilities
Assess
Trained to look at facts and make educated guesses the Detective can use this ability to observe a person for a single round and then make a conclusion as to that persons age, character level, nationality, recent activities, etc based on faint accent, posture, walking gait, ink stains on fingers, scuffs on a shoe, etc. The base chance for success is 10 + 1/2 level (round up) + Int bonus on a d20.

This also allows them to detect whether a person is lying. After a brief conversation the Detective can make an roll with success allowing them to detect signs of deceit.

Contacts
The Detective cultivates contacts not only in the streets but in police and other official agencies. Up to three times per adventure the Detective may call upon these contacts. With a successful Charisma check the Detective may ask one favor of a contact such as a Scotland Yard Detective to see files not available to the public, an official with access to maps of sewer lines, a coroner to view a body, etc. The favor will be things not generaly available to the public. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the base chance for success  10 + 1/2 level (round up) + Int bonus on a d20. If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and every fourth level after at 4, 8, 12 ,16, and 20. Therefore an 8th level Detective may as the DM three questions per adventure.

Knowledge
Through vigorous reading of newspapers, books, writing correspondance, informants, and other means of gaining information the Detective is often aware of important information, both locally and abroad and keeps a database to draw upon such information. Such pertinent information may include if a person they have spotted is a wanted criminal, what sensational or small crimes have been committed recently, unusual or little known facts about famous persons or individuals of interest, etc. The base chance for success is 10 + 1/2 level (round up) + Int bonus on a d20.  If he can review his database he gains a 2 bonus to the Knowledge check. If his database is destroyed, all checks are at a 2 penalty until a new one can be rebuilt, taking 2d6 weeks of hard study and collection.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Awareness
One of the most important abilities of the Explorer is his sharp senses. Many a man in the wilderness has been saved by his sharp hearing and awareness that his surroundings have slightly changed. Explorers can hear noise on a 2 on a d6. They are also only surprised on a 1 on a 1d6.

Sneak
The Explorer, by necessity, is adept at moving quietly and staying hidden especially on the hunt. The base chance for success is 10 + 1/2 level (round up) + Dex bonus on a d20. A first level Explorer with a 13 Dex has a base chance of 12 in 20 to succeed. The same Explorer at 10th level has a base chance of 16 in 20 to succeed. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, etc.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. The base chance for success is 10 + 1/2 level (round up) + Int bonus on a d20. A first level Explorer with a 13 Int has a base chance of 12 in 20 to succeed. The same Explorer at 10th level has a base chance of 16 in 20 to succeed.

Track
Explorer’s are also capable trackers, often employed as scouts and on safari hunts. The base chance for success is 10 + 1/2 level (round up) + Wis bonus on a d20. This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.

Backstab
The hunter, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Pilot
Hit Dice 1d6+1 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Ace
With vehicle mounted weapons, the Pilot adds a +2 to hit.

Daring
Pilots are brave men climbing into potential fiery deathtraps to fly high above the earth.
They receive a +2 bonus to saves against fear and fear-like effects.

Pilot Vehicle
This is what Pilots do, and they are the best. Flying, driving, boating: a pilot does it all and often with style. A pilot makes a Dexterity check to pilot his vehicle, but gets to add a -1 bonus for every three levels of Pilot.

Mechanic
Pilots are often called upon to effect field repairs on their damaged ships. To fix a vehicle or vehicle subsystem they must have the parts, take the time set by the DM, and make a Mechanic check. The base chance for success is 10 + 1/2 level + Int bonus on a d20. A first level Pilot with a 13 Int has a base chance of 12 in 20 to succeed. The same Pilot at 10th level has a base chance of 16 in 20 to succeed.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.
Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Wisdom 13+
Class Abilities
Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once per day per every three levels. Thus a sixth level Minister can cast each spell twice per day.

The spells function as written in the base rule books.

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
The humble country doctor to the London surgeon. This is the one to see when you are sick or wounded.
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Intelligence 13+
Class Abilities
Diagnose
The Physician can make a Diagnose check with a base chance for success at 10 + 1/2  level + Int bonus on a 1d20. Success allows the Physician to diagnose the illness of a patient, giving him information on proper treatment of the illness and a on any further checks with that patient. The DM can modify this with a penalty based on insidious or obscure conditions.
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing
A Physician may heal 1d6 points of  HP damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once, or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects Hit Points.

A patient under a Physician's care heals twice the number of HP per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below. Once the Physician has reached the patient, he must then make a check with a base chance for success at 10 + 1/2  level + Int bonus on a 1d20 and a -1 penalty for every hit point below 0. If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Intelligence 13+
Class Abilities
Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.

The fields of study include (but are not limited to):

Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribblings on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Victorian psychologists are referred to as Alienists. They have training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.

The base chance for success is 10 + 1/2 level + Int bonus on a 1d20. This roll can be modified by the DM for circumstances such as a bonus for common information or penalty for more obscure information in the field.

At levels 4, 8, 12, 16, and 20 the Scholar acquires a new field at the base chance. For example: upon reaching 4th level a Scholar with a 15 Int gains a new field of study at a base chance of 12. The new fields increase normally.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc. The base chance of success is the standard 10 + 1/2 level + Int bonus on a 1d20

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Scoundrel
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Thief
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Backstab
When attacking with surprise, from behind, the Scoundrel gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Scoundrel above level 8 such an attack inflicts quadruple damage.

Climb Sheer Surfaces
Almost anyone may attempt to climb vertical surfaces with good handholds but the Scoundrel is a master of finding even the smallest hand and toe holds to climb such obstacles as brick walls and other sheer surfaces.  The chance for success is 1-17 on a d20 to climb sheer surfaces. This chance increases by +1 for every 4 levels. Making a climb check for unusual situations such as good handholds, slippery surfaces, etc will call for a modifier from the DM.

Fast Talk
With a bit of conversation, the Scoundrel­ is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll for the Scoundrel level at 1st and every fourth level after at 4, 8, 12 ,16, and 20.

Gambling
The Scoundrel is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and every fourth level after at 4, 8, 12 ,16, and 20 the Scoundrel gains a cumulative +1 bonus to his gambling checks.

Hear Noise
The Scoundrel has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.

Open Locks
Scoundrels are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.  The base chance for success is 10 + 1/2 level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Scoundrel is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket. The base chance for success is 10 + 1/2  level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed.
If the Scoundrel fails his roll the victim has a 1 in 6 chance of detecting the manipulation, pick pocket attempt, etc.

Sneak
The Scoundrel is a stealthy chap by necessity. The ability to move without sound and master the art of hiding ones self are necessities of his profession. Almost anyone can move quietly or hide when there is adequate cover but the Scoundreltakes these skills to the professional level. The base chance for success is 10 + 1/2  level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Soldier
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength  13+
Class Abilities
Weapons Training
Trained in firearms and melee fighting, they gain +1 to hit and +1 damage with firearms and melee weapons, including unarmed attacks.

AC Bonus
Increased chance to to parry or dodge attacks due to training or life experience, +2 AC

Extra Attacks
Receive an extra attack at levels 5, 12, and 20.
These extra attacks are in addition to multiple attacks from two weapons, autofire, etc. They only receive the extra attack as one attack, even if using an automatic weapon, etc and normal penalties apply to these extra attacks as well.



Victorian Firearms and Other Weapon Stats

Possibly my favorite era to game in.



OSR Firearms Rules




The basics if inserting firearms into my games.
Stats for basic firearms will be posted separately by era (Colonial, Victorian/Western, Pulp, Modern.)

Here are the basics:
Rate of Fire
Normal Attack
Anyone can make one attack per round with no penalty. The basic careful shot.

Semi-Auto and Double Action
The shooter can take two shots per round with a –2 per shot.

Fan the Hammer/Flick the Lever
Holding down on the trigger and fanning the hammer of a single-action revolver with your off hand or quickly flicking the lever and pull­ing the trigger of a lever-action carbine or rifle to fire rapidly.
3 attacks, -4 per attack.

Full Automatic
Full autofire uses  five bullets per attack. The shooter can fire up to three attacks per round with a -2 per attack or up to six attacks at -4 per attack.
The attacks can be concentrated on a single target or down a line of targets within five feet of each other.
Automatic fire is lethal. Watch yourself.

Range
Firearms have five range increments, and suffer the standard –2 penalty per increment after the first.

Reloading
Firearms which require a magazine take only one round to reload and ready. However a desperate shooter can hurry the reload and attack with a –2 penalty for rushing the attack.

Non-magazine weapons (revolvers and rifles with internal magazines for example) can only reload a maximum of three bullets per round. No other action except movement can be attempted while reloading. However, a shooter can, if desperate, reload one shell and attack with a –4 penalty for rushing the attack.

A single shot weapon (break open, bolt action, etc.) requires a full round to reload.

Aiming with Firearms
Take a round, gain a +2 bonus to one shot. The attacker can do this for two rounds (no more) for a +4 bonus to hit.

Drawing a Weapon
A combatant can draw and fire a weapon in the same round, but doing so incurs a -4 penalty to all available attacks.

Basic Accessories
Bipod
Reduces autofire penalty by one point for machineguns.

Telescopic Sight
The telescopic sight gives a +2 to +4 bonus to hit depending on strength and quality of the scope.
This stacks with the aiming rules.

Two Weapons
-2 primary hand, -4 off hand.
You can use the multiple attack options with this. Example: firing two double action pistols twice.
-2 for each shot is added to the Two Weapon penalties for a total of -4 primary/-6 secondary with a total of four shots.

Lovecraftian Racial Classes (Labyrinth Lord)




Finally back on the blog. 
Let's start with an oldie but a goody. One of my favorite creations from a few years ago. Statted for Labyrinth Lord but, of course, easily used with other retro-clones and original systems.

Cat, Dreamland
Requirements: DEX 9, STR: maximum of 13
Prime Requisite: WIS
Hit Dice: 1d4
Maximum Level: 10
Advance: As Thief
Attack: As Thief
Saves: As Thief
Dreamland cats come in all varieties and colors known on Earth. The center of Cat society is the city of Ulthar, where no Cat may be killed by law.
They are of human intelligence and are sneaky and watchful creatures, having a highly organized society based on military service in wars with cats from other worlds such as Saturn and Uranus. They also wage war on the rat-like Zoogs of the Enchanted Woods near Ulthar, and others who would harm cats.

Cats can speak Cat, common, Zoog, and sometimes Aklo or Hyperborean (ancient dead languages) if the Cat is particularly scholarly.

Cats Attributes are rolled the same way as a normal character, but they can only have a maximum Str score of 13 due to their small build.

Cats cannot wear armor or use any weapon except their natural teeth and claws. They can attack three times per round, two claws and one bite, for 1d2 dmg + Str bonus per attack.

Cats are stealthy little creatures. They can use the Thief abilities Move Silently , Climb Walls , Hide in Shadows , and Hear Noise as a Thief of three levels higher than the Cat. (A second level Cat makes his rolls as if a fifth level Thief.)
The  naturally stealthy cat also surprise foes 1-4 on a 1d6.

Because they are so small, cats have a lower armor class (-2) when attacked by creatures greater than human sized.

Once per night, a cat may leap from the Earth to the Moon and then back.
A group may also take non-cats along with them, with a weight limit equal to the cats' total mass.This power is rarely used by a single cat due to the dangers to be faced on the Moon such as Moon-Beasts and Cats from Saturn. A typical cat army numbers 50-100. The journey takes about one hour, and cannot be aborted once started. During this time, the leapers are protected from the dangers of space (including attacks by monsters).

Deep One
Requirements: STR 9, CON 9
Prime Requisite: STR
Hit Dice: 1d8
Maximum Level: 12
Advance: Dwarf
Attack: As Dwarf
Saves: As Dwarf
"I think their predominant color was a greyish-green, though they had white bellies. They were mostly shiny and slippery, but the ridges of their backs were scaly. Their forms vaguely suggested the anthropoid, while their heads were the heads of fish, with prodigious bulging eyes that never closed. At the sides of their necks were palpitating gills, and their long paws were webbed. They hopped irregularly, sometimes on two legs and sometimes on four. I was somehow glad that they had no more than four limbs. Their croaking, baying voices, clearly used for articulate speech, held all the dark shades of expression which their staring faces lacked ... They were the blasphemous fish-frogs of the nameless design - living and horrible." – H. P. Lovecraft
The Deep Ones are an amphibious race, living in mighty cities beneath the cold ocean waves. They worship the mighty Cthulhu and serve two gigantic and powerful Deep Ones known as Father Dagon and Mother Hydra. They are effectively immortal, only dying by violence or accident. Their lives are arrogant, cruel, and violent; they are a warlike race raiding coastal communities to plunder gold, gather sacrifices, and, horribly, to sometime mate, for they are driven by a monstrous desire to breed with humanity to produce hybrid spawns. This is the only way they can reproduce.
These Spawn begin life as human, though they look slightly odd: "queer narrow heads with flat noses and bulgy, stary eyes". The change accelerates, often at middle age or, sometimes even earlier, with the eyes becoming akin to fish eyes, hair loss, patches of scaly skin, etc. Eventually the hybrid becomes a full Deep One and slips into the sea to join it's kind.

Deep Ones can speak Deep One, common, merfolk, and sometimes Aklo or Hyperborean (ancient dead languages.)

Deep Ones can wear any armor and use any weapon although this is somewhat limited by their aquatic natures. They will not wear metal armor underwater as the weight is too great, and they tend to favor thrusting weapons such as tridents or spears.

Deep Ones have a natural claw attack doing 1d4 dmg, and have tough scaly skin that improves their natural AC by 2 (if the Deep One is wearing armor, he uses the armor AC instead.)

Deep Ones have infravision of 60 feet. They are amphibious, preferring to live in the ocean but can survive on land indefinitely.

Ghoul
Requirements: DEX 9, CON 9
Prime Requisite: DEX
Hit Dice: 1d6
Maximum Level: 12
Advance: Dwarf
Attack: As Halfling
Saves: As Halfling

Lovecraftian Ghouls are usually described as almost rubbery textured white or green-skinned humanoids. Virtually hairless creatures with fanged, canine muzzles, pointed ears, and clawed or hoof-like feet. They are often described as covered in grave mold and rotted clothing. They can and will use tools and weapons when they can obtain them.
Ghouls live in warrens and bone-filled caverns beneath the earth. They emerge, usually at night, to rob burial sites of treasure, weapons, and, most horribly, of the dead to feast. They are not a warrior race, it is their normal tactic to retreat unless their homes are threatened, only then will they attack with great ferocity to defend their lair.
Ghouls are known to worship the Great Old One Mordiggian. His priests wear concealing hooded purple robes and metal skull-shaped masks, which double as disguises when the ghouls wish to walk among humans.
Ghouls appear to be a separate species from humans, breeding and living as their own society, but it also seems that some humans can slowly become ghouls, though the exact means are unknown.

Ghouls can speak Ghoul, their alignment language, common, and sometimes Aklo or Hyperborean (ancient dead languages) if the Ghoul is particularly intelligent.

Ghouls can wear armor but few actually do. If used it is rarely heavier than leather, as the heavier armor will negate their natural hiding abilities.In addition, their naturally rubbery bodies only take half damage from piercing weapons. Ghouls can use any weapon they obtain, but they tend to avoid ranged and two-handed weapons as they are of limited use in defending their warrens.

Ghouls have vicious natural attacks. They can claw two times per round for 1d4 dmg or bite for 1d6 dmg. If both claw attacks hit, the Ghoul automatically bites doing 1d6 dmg.

Ghouls have infravision up to 60 feet. Because they live out their lives underground in vast tunnels and warrens, They have a 2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped. However, Ghouls must be actively searching for these abilities to function.

Ghouls are masters of hiding and camouflage. They have have the uncanny ability to disappear into the shadows when underground, in both natural and man-made structures, with 90% ability. They can also hide in shadows or behind other forms of cover in wilderness or urban settings on a roll of 1-2 on 1d6, but they must be silent and motionless.

Ghouls are slippery creatures who get a bonus of +1 to initiative rolls when alone or in a party composed only of Ghouls.

Serpentmen
Requirements: INT 9
Prime Requisite: STR and INT
Hit Dice: 1d6
Maximum Level: 10
Advance: As Elf
Attack: As Elf
Saves: As Elf
An ancient race, the Serpentmen are humanoid ophidians with scaled skin, fanged snake-like heads, and snake-like tails. They possess great magical abilities and many powerful Serpent men use spells to disguise themselves as a human.
The Serpentmen are remants of a mighty ancient empire which fell to darkness and death. The surviving Serpentmen dwell in enclaves hidden underground or in wild, remote places such as deep jungles, deserts, and swamps. They worship the great serpents Set and Yig. A few renegades worship even older and darker gods, but if discovered, they are killed or cast out from their kin.
A few of these renegades have corrupted entire enclaves which have fallen into barbarism and madness, worshipping foul dark gods brought to them by the outcasts.

A Serpentman must have at least 13 in both prime requisites in order to get the +5% to experience. They must also have an INT of 16 and a STR of 13 to get the +10% bonus.

Serpentmen can speak their language (Aklo), their alignment language, common, and Hyperborean (an ancient dead language.)

Serpentmen can wear any armor, and their tough scaly skin improves their natural AC by 1 (if the Serpentman is wearing armor, he uses the armor AC instead.) They can use any weapon.
Their fanged mouths can bite for 1d4 damage and, 3x per day, inject a dangerous poison, doing 2d6 damage with a Save allowed for ½ damage.

Serpentmen are masters of magic. They can cast spells as a magic-user and may wear armor while doing so.

Serpentmen also have infravision of 60 feet.